Showing posts with label Outfit. Show all posts
Showing posts with label Outfit. Show all posts

Monday, 19 December 2016

Elite Dangerous Outfitters - The Mighty Python

Hey space cadets what is going on?
I'm Cmdr TwingTwang and welcome to the outfitters

In this article we'll be talking about the Faulcon Delacy Python. The python is an often overlooked ship that I think you can have a lot of fun with.


Full disclosure here: I've pretty much ignored the python until now and dismissed it as not having a well defined role but after putting in the flight hours over the past few weeks I've got to say the python is more of a luxury cobra than a budget anaconda.



The fly-off-the-forecourt Class-E python isn't much to write home about, but no ship is until you really make it your own. Like any of my builds, I wanted a slimline refit to get a good jump range before I equip and engineer so after flying around outside the station to get the feel of it I went for the all-round Class-D with the A-Rated FSD.

This slimline refit is usually a good starting point for a build but for the Python it's worth going into a bit more detail because you have options.

Power
The 7D power plant gives out 22.5MW and weighs in at 32T. Replace this with a cheeky 6A which provides slightly more power at 25.0 MW, weighs only 20T and has better heat effeciency. OK, so the 6A is going to cost you 16MCr but it's a good base if you can keep the power draw down. The class-A heat efficiency is strongly recommended and the 6A is a lot cheaper than the 7A if you are buying your first python.

You can't quite pull the same trick with the Distributor - the 6A is better then the 7D but does add 8T to your weight and you have to choose what you pay for so you have to choose where to compromise. If its just jump range you need, then stick with the 7D, which was my starting point until I'd flown for a while and gotten used to the ship - more on that later but this is a component I upgraded fairly quickly.

Keep it slim
I actually didn't mind the 6D thrusters when I started flying, so I kept D-Ratings on everything else except the FSD, which is obviously the 5A and will give you a jump range in the 18-19 LY range depending on what else you fit.

First Impressions
When I first took the Python out for a spin, I maxed it at 212T of cargo space and flew it as a "Tons & Guns" delivery truck doing missions and flying a gold run without fear of interdiction.
I used the Python for the Tutumu Community goal - hauling 200+ of Gold hundreds of light years out, and it earned me 20M credits in no time at all as a long-distance freighter. As my flight time increased, I got more and more drawn to missions and pretty much stopped trading. So it didn't take me long to go back to the outfitters and start pimping my python.

Four 0A Shield boosters is a good start, but what I've found is my shields hold out for a while but my hull is getting torn open in seconds so - and hold your breath - I'm strongly advising military composites on the Python. It's not so bad in a wing, but when you are flying solo things can go South quickly. The problem really is how crazy strong the shields are compared to the hull, usually when my shields dropped I knew it was going to be an insurance payout.
Military composites cost a cool 50M on the Python - it's not a cheap ride compared to all the flight time I've put into space superiority starfighters, but the extra durability feels like it's needed and at this point I wasn't hauling long distance freight so the extra weight didn't hurt the jump range

As far as hardpoints go, I started with three large burst lasers and two medium multi-cannons. This was a power-draw compromise but not a great choice. Combat against almost any ship became a rhythm of me taking down their shields quickly but not being able to finish the job, so I switched to two medium lasers and three large MCs.
Overall, I found the MCs suit the python a little better than the fraggers that I preferred on the Vulture and Viper builds. They can be on gimbals to make up for the less responsive turning circle, and still do reasonable damage. In the end I replaced one of the MCs for a missile but in general I don't find missiles too reliable because of countermeasures so I don't think I'll be keeping it long term but it was worth trying out. With a bit of tweaking, higher dps short-range burst lasers and MCs with corrosive rounds this is quite a formidable bounty hunter.

Combat encounters are going to upgrade you to the big 7A power couplings, and I'd recommend these right off the bat if you can afford them. I didn't feel the thruster upgrades made a huge difference until I'd flown it around for a while, but once I had them I wouldn't go back. You get about 10% more on the turn and ~50m/s more on the boost, but if you are spending the money anyway then it's worth picking them up.

Price it up
And this brings me on to the price. Upgrading the Python feels super expensive, especially if you are used to smaller ships and there is a huge difference between a small ship that you can Class-A for 16M credits and a ship like the Python where each individual component costs 16M. Each. This isn't a ship you should buy on a whim and not something you can knock together cheaply but now I have it ticking over just so its a ship I've got a lot of affection for.
You can outfit a reasonable Python for just under 100M, but will pay a fair amount more once you have that top-tier Class-A refit.





(Image credit: http://elite-dangerous-blog.co.uk/)

Engineering
I'm going to touch on engineering briefly, although this is such a personal topic that I can't really give recommendations - you tweak the way you want to go. Always pay attention to how your ship is performing and use the engineers to nudge it the way you want it.  I AM going to say that loss of accuracy on your hardpoints really annoys me, you should prefer charge rate to capacity on your power couplings and raw dps over large ammo counts. I'm not building a warship to sit in a conflict zone for hours, I'm building a wing fighter with a sting in the tail so that you can seal the deal quickly and collect the bounty.

If you are engineering for jump range, there are plenty of lightweight components and obviously the drive tuning of your choice.
The Python is a good hunter, miner, and mission runner so collecting engineering components isn't going to be that hard for you.

I've had people recommend Pythons specialized mining, and you could easily dedicate a hardpoint and the internal capacity. I think I'd be tempted to have a mining refit, and then switch back to general purpose rather than carrying a little bit of mining gear around all the time but there is space to keep a refinery at hand all the time if you wanted to. For me, just adding a SRV was enough for me to drop planetside and mine some materials for engineering but I can see the attraction of full on mining.

I guess the roundup wouldn't be complete without touching on skimmer missions. They seem on-vogue at the moment. Obviously you can hunt skimmers in a Python and it'll do the job just fine if that's the way you roll. It's overkill for that sort of thing, but a rock solid weapons platform with a good jump range so well suited to the task.

Closing thoughts
Overall the python is super versatile. I started out by saying I'd overlooked it as a poor-mans anaconda and I had low expectations of the ship but it feels like a super luxury cobra. Its a mission runner, it's a trader, its a smoker, it's a midnight joker and it's a space cowboy that I'm looking forward to flying for a long time.
So far it's not come up short in any area - sure the Asp can jump further and the Type Nine carries twice the cargo, but its a similar gunner to the FDL and the Python has been great for running missions, gaining faction rep, collecting engineering components, and I've used it to haul kilotons to Community Goals and put thousands of light years on the clock - and it has done all of that with gusto. 

"The Python cruiser: Freedom in a box from Falcon Delacy" Five stars, would fly again.

This is Delacy "Tango-Whisky-India" signing off, until next time, fly Casual everybody.

Monday, 23 March 2015

Elite Dangerous Outfitters - The Vulture


Hey Space Cadets, What is going on?
I'm Cmdr TwingTwang and welcome to the Outfitters!

The Vulture is one of the newer ships and plenty of people have had their say about its handling, performance, price and whatnot. I'm not going to go into detail about the exact outfitting of the vulture as I've only flown it for a few hours and I don't have a handle on the options yet.



The role of the ship
The viper is a fun ship to fly, and the vulture turns all the dials up to ten providing a similar outfitting and flight experience.  Like the Viper, the Vulture suffers from an undersized reactor and you won't be able to power everything you want to so a good loadout is about compromising and specialising the ship.

This means there are decisions to make and you'll never be able to "Class-A" your Vulture all round, some systems will have lower ratings than others.  Outfitting a Vulture is going to become a matter of personal taste.

I've gone for Class-A Reactor and Power couplings, and Class-B Thrusters. Everything else could afford to shrink a size class to spare some power so I can squeeze in A4 shields too. There are plenty of options to play with, but those were my priorities on this build.

Safety Features
Being power limited you are likely to compromise on lower that top-spec shields, and since your vulture will be taking a lot of heat those shields will feel a lot weaker than they are.
With lower shields you won't be able to hang at medium range and slug it out with other ships while you exchange fire.  Sure, Eagles and Sidewinders won't be able to touch you but those big ships will tear you up at mid range. That means you have to choose between long-range and point-blank.

At long range, you have to rely on your big 5A Power Couplings to recharge your guns and shields enough to turn in for another pass before your opponent has recovered. Relentlessly lancing in and then boosting out engine-to-engine like this will wear down one of the bigger ships.

However at point blank range your turning circle just can't be beat, and this is where you will do a lot of your damage. Holding High-Six on an Anaconda thrusting down toward its engines will keep you out of a lot of fire arcs, and able to target any hardpoints that can cover. It'll also put its Power plant front and centre of your gimbals, for a devestating take down. Its only chance is to pull away to mid range and bring those big guns to bear, and when it does you'll either stay high on its stern or boost away to long range and prepare to lance in and find a good angle.

Exactly how you outfit the ship is going to depend on what your Wing are doing and your personal flying style.

Wingman Vulture
Since power is your currency I spent a lot of mine Gimbal Burst lasers.  The Gimbal burst lasers empty their banks quickly and get hot fast so aren't good for sustained fire, but they do reach a high damage per second while they fire and can either slam into shields or can be used to pick off modules on the enemy ship.  The sacrifice here is that you'll have weaker shields, as you've had to put a lot of power into weapons and that doesn't suit every situation.
The Vulture builds in a similar way to the Wingman Viper where I've put all of my power into weapons over shields.  Its just not a slugger and you are better off tagging and getting out than slugging away and relying on tanking shields.

Fixed beams are also out of the question.  I tried them for a while, they really pack a punch but you have to be a dedicated combat pilot to score reliable hits, and even then its much easier to target modules with gimbals. Because of this, I found I had a much higher effective damage with gimbals.
The power consumption of beams is also sky high, and you'll be sacrificing around 15% of your shield strength compared to burst lasers.

I'm discounting the other fixed weapons - Rail and Plasma - for the same reason that I didn't get on with fixed beams. The module tracking in gimbals is too much to sacrifice.

Hurting Bombs.
Being limited to two large hardpoints feels like it discounts running missiles. Missiles don't play to the strengths of the vulture, which excels at point blank range damage dealing. Missiles have their place on a less maneuverable ship when you have a six pack of them, or even quad-linked, but in a space superiority starfighter like the vulture it's a waste of hardpoints.
I also didn't see any Size-3 missiles for sale, so I'd be stuck with the same missiles I'd have on an Asp - minus four hardpoints - just not an option.

Frag Cannons cause me to worry about ammo limits, too. They still have have a quite high power drain, which is something we are trying to avoid. If you are flying fighter escort for a pair of T7s, then the powerful fraggers probably aren't your cup of tea.
I've dealt so much damage with A2 Fraggers in my Red Venom Viper which packs a huge punch for its size so these are super tempting.  If you are bounty hunting in a wing then speak to your CAG. It could be worth having one ship with frag cannons which excel at punching through those larger hulls. The high damage per second Frag Cannons are ideal at the point-blank range that suits the vultures flight characteristics.

Cannons will significantly reduce your power consumption giving you better shield options and still have reasonable ammo counts. With stronger shields you can get to point blank range and sit there scoring hit after hit.  You won't out damage those big ships, but can duck out of their fire arcs and keep the pressure up.
The fixed forward cannons are dirt cheap, and although you will pay over the odds for the turreted version they are highly recommended so you can target modules.

Multicannons are a popular option, although I didn't get a chance to try them. But they have a low power consumption and you would probably be able to equip one MC and one Beam, switching over after the beam has dropped some shields.

Overall, I can see this is a viable option - run one Beam/Burst laser and have your choice of Cannon, Multicannon or Frag Cannon on the secondary fire. I think this sort of combo will work really well in pairs too, where you can keep up the pressure by tagging on and off to stop your lasers overheating and then both open up the whole nine yards as soon as those shields drop.

Conclusions
Without doubt, I had most luck with dual Gimbal Burst lasers. This loadout is biased because I spent a lot of time in a combat zone and the ammo limits of the cannon were costly. They pack quite a punch against hulls and despite heating up quickly, as long as you fire in short controlled bursts they will keep dealing damage as long as you need them to.

Capable as a lone wolf or pack hunter, the Vulture has been more fun to fly than the Viper although as a small ship it has to be outfitted with a lot less than Class-A. It'll be interesting getting back into the cockpit of a smaller ship although I'm more than a little apprehensive in going up against a vulture. I'm looking forward to bringing the big guns of a Python against the Vulture, where it'll be touch-and-go whether I can keep the fighter out of my blind spot.

If you've got more to add on the Vulture, any tips on power management or how to get the most out of its shields I'd love to hear from you.
I'm Cmdr TwingTwang of the Alliance, Fly Casual everybody.